The game will still be hard, but this does help a little by slowing the ball down naturally.įinally, we'll be combining three values together to get the ball's contactTestBitMask: the star, the vortex and the finish. Second, we're going to give the ball a linearDamping value of 0.5, which applies a lot of friction to its movement. This is useful here because the ball looks like a marble: it's shiny, and those reflections wouldn't rotate in real life. We haven't changed that so far, but it does what you might expect – when false, the body no longer rotates. As far as I can tell, each time you complete a combo, two numbers are multiplied to calculate your score. If you can kill several of them in a short period of time, you can build combos that quickly increase your score. We're going to add a dedicated createPlayer() method that loads the sprite, gives it circle physics, and adds it to the scene, but it's going to do three other things that are important.įirst, it's going to set the physics body's allowsRotation property to be false. In the game Tilt To Live for Iphone, you get points for killing red dots. When a liveupdate is triggered, Tilt will, in order: Sync the code from the current directory (.) into the container at directory /app IF package.json or yarn. To get started, add this property so we can reference the player throughout the game: var player: SKSpriteNode! The other new addition to our Tiltfile is the liveupdate argument to dockerbuild, which enables super-fast in-place updates of your app. This course isn't calling Giving Up with Swift, so we're going to add a hack – in the simulator you'll be able to use touch, and on devices you'll have to use tilting. We're going to control this game using the accelerometer that comes as standard on all iPads, but it has a problem: it doesn't come as standard on any Macs, which means we either resign ourselves to testing only on devices or we put in a little hack.
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